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Barbarian - Level 5

Amiri is a 5th level barbarian of the chaotic neutral alignment. She has high strength, dexterity, and constitution. Her skills focus on athletics, survival, and intimidation. Her feats and abilities enhance her combat prowess and allow her to enter a rage, gaining temporary hit points and damage bonuses. She is equipped with armor, weapons like a bastard sword and hatchets, and supplies for hunting and survival.

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0% found this document useful (0 votes)
228 views3 pages

Barbarian - Level 5

Amiri is a 5th level barbarian of the chaotic neutral alignment. She has high strength, dexterity, and constitution. Her skills focus on athletics, survival, and intimidation. Her feats and abilities enhance her combat prowess and allow her to enter a rage, gaining temporary hit points and damage bonuses. She is equipped with armor, weapons like a bastard sword and hatchets, and supplies for hunting and survival.

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Dungeon Master
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AMIRI

ANCESTRY HUMAN (KELLID) BACKGROUND HUNTER DEFENSES


CLASS BARBARIAN 5 PERCEPTION +8 (EXPERT)
HIT POINTS ARMOR CLASS TOUCH AC
ALIGNMENT CHAOTIC NEUTRAL
83 22 19
LANGUAGES COMMON, HALLIT
FORTITUDE REFLEX WILL
STRENGTH DEXTERITY CONSTITUTION +10 +9 +9
MODIFIER MODIFIER MODIFIER
STR 18 (+4) DEX 16 (+3) CON 16 (+3)

INTELLIGENCE WISDOM CHARISMA


MODIFIER MODIFIER MODIFIER
INT 10 (+0) WIS 14 (+2) CHA 12 (+1)

ACTIONS

SPEED: 30 FEET
+1 Large bastard sword +9 (2d8+4 slashing); sluggish 1, two-hand
MELEE: 2d12+4, versatile P

MELEE: hatchet +9 (1d6+4 slashing); agile, sweep, thrown 10 feet

RANGED: hatchet +8 (1d6+4 slashing); agile, sweep, thrown 10 feet

RANGED: javelin +8 (1d6+4 piercing); thrown 30 feet

SKILLS

ACROBATICS ARCANA ATHLETICS


+4 +3 +8 (+10) E

CRAFTING DECEPTION DIPLOMACY


+3 +4 +4

INTIMIDATION LORE (HUNTING) LORE (OTHER)


+7 E +5 T +3

MEDICINE NATURE OCCULTISM


+5 +5 +3

PERFORMANCE RELIGION SOCIETY


+4 +5 +3

STEALTH SURVIVAL THIEVERY


+4 +7 T +4

*Use the bonus in parentheses for Athletics checks that have the attack trait,
including Break Open, Disarm, Grapple, Shove, and Trip.

FEATS AND ABILITIES

ANCESTRY FEATS: General Training*, Haughty Obstinancy

CLASS FEATS: Raging Athlete, Raging Courage, Sudden Charge

GENERAL FEATS: Fast Recovery, Fleet*

SKILL FEATS: One-Handed Climber, Quick Jump, Survey Wildlife

CLASS ABILITIES: Critical Brutality, Deny Advantage, Rage, Totem (Giant)

WHAT IS A BARBARIAN

You are a powerful warrior and survivalist, capable of tapping into your
*Abilities marked with an asterisk are already reflected in other statistics inner rage and guiding totem to unlock devastating abilities.
AMIRI
CLASS BARBARIAN 5 FEATS AND ABILITIES

EQUIPMENT Amiri’s feats and abilities are described below. Her Fleet and General
Training feats are already applied in her character statistics.
6, 9L Anathema: Due to your connection to the giant totem, it is anathema
BULK
for you to refuse a personal challenge of your strength. Should you refuse
WORN backpack, +1 hide armor*
such a challenge, you lose your Titan Mauler feat until you spend 1 day
WEAPONS +1 Large bastard sword*, hatchet, javelins (3) recentering yourself.
barkskin potion, bedroll, bracers of missile deflection*, bravo’s brew, Critical Brutality: While you are Raging, you gain the following critical
climbing kit (expert; hemp rope [50 feet], 3 pulleys, 12 pitons, specialization effects with melee weapons. Other such effects are found on
hammer, grappling hook, crampons), eagle eye elixirs (2), flint and
page 183 of the Pathfinder Playtest Rulebook.
steel, lesser healing potions (3), liquid ice (2), rations (3 days),
sheath, torches (5), waterskin, wolf fang Bastard Sword: The target becomes flat-footed for 1 round.
STOWED
Handaxe: Choose one creature adjacent to the target and within reach.
WEALTH 1 gold, 8 silver, 2 copper
If your attack roll would also hit that creature, you deal 1d6 damage to
RESONANCE POINTS 6 (4 remaining) that creature.
Deny Advantage: You are not considered flat-footed by creatures of 5th
The following rules apply to Amiri’s equipment. level or lower who are flanking you. You are not considered flat-footed
Amiri is assumed to have invested resonance in equipment marked with against attacks from sensed or unseen creatures of 5th level or lower.
an asterisk (*) above. Fast Recovery: You recover twice as many Hit Points from resting. Each
Agile (trait): The multiple attack penalty you take on the second attack time you succeed at a Fortitude save against an ongoing toxin, you reduce
each round with this weapon is –4 instead of –5, and –8 instead of –10 on the its stage by 2, or by 1 against a virulent toxin. Each critical success you
third and any further attacks in the round. achieve against an ongoing toxin reduces its stage by 3, or by 2 against
Bracers of Missile Deflection: When a ranged weapon strikes you a virulent toxin. In addition, you reduce the severity of your drained
while you aren’t flat-footed, you can activate these bracers to gain a +2 condition by 2 when you rest for a night instead of by 1. You reduce your
circumstance bonus to AC against the triggering attack. You can activate the enervated condition by 2 when you succeed at your Fortitude save or
bracers once per 10 minutes. spend a day of downtime training, and by 3 when you critically succeed
▫ Bravo’s Brew: Imbibing this grants a +3 item bonus to Will saves against at your Fortitude save.
fear (increasing your total bonus by 2) for 1 hour. Haughty Obstinacy: Your powerful ego makes it harder for others
Climbing Kit (Expert): This kit contains numerous climbing tools that to order you around. If you succeed at a saving throw against a mental
provide a +1 item bonus to Athletics checks to Climb. The tools also let you elect that attempts to directly control your actions, you critically succeed
attach yourself to the wall you’re climbing (moving half as quickly as normal, instead. If a creature fails to Coerce you using the Intimidation skill, it
minimum 5 feet), letting you attempt a DC 5 flat check whenever you critically treats the result as a critical failure instead (so it can’t try to Coerce you
fail to prevent a fall. Only one climber can gain these benefits at a time. again for 1 week).
▫ ▫ Eagle Eye Elixir: After drinking this elixir, you gain a +1 item bonus One-Handed Climber: You can climb even if one of your hands is
on Perception checks, and a +2 item bonus on Perception checks to find secret occupied. You must still have one hand and two legs available for climbing.
doors and traps. This lasts for 1 hour. Quick Jump: You can use High Jump and Long Jump as a single action
▫ ▫ ▫ Healing Potion, Lesser: This potion restores 2d8+4 Hit Points. instead of as 2 actions. If you do, you don’t perform the initial Stride, and
▫ ▫ Liquid Ice (bomb): A thrown liquid ice deals 1d4 points of cold you don’t need to have moved 10 feet.
damage, causes the target to be hampered 10 feet until the end of its next Rage: You gain 8 temporary Hit Points and enter a state of pure rage
turn, and deals 1 point of cold splash damage. that lasts for 3 rounds. You cannot perform this action if you are fatigued,
Sweep (trait): This weapon makes wide sweeping or spinning attacks, raging, or wearing heavy armor. While you Rage, you are affected you in
making it easier to attack multiple enemies. When you attack with this three ways:
weapon, you gain a +1 circumstance bonus on your attack roll if you already • Gain a +3 conditional bonus to damage rolls with melee weapons or
attempted an attack this turn against a different creature from your target. unarmed strikes. The bonus is only +1 if your weapon or unarmed
Thrown (trait): You can throw this weapon as a ranged attack. A thrown attack is agile. The bonus is +6 if your weapon is Large.
weapon adds your Strength modifier to damage just like a melee weapon • Take a –1 penalty to AC.
does. When this trait appears on a melee weapon, it also includes the range • You can’t use actions that have the concentrate trait unless they have the
increment in feet. rage trait. The Seek basic action gains the rage trait while you’re raging.
Two-hand (trait): This weapon can be wielded with two hands. Doing so After you have stopped Raging, you lose any remaining temporary Hit
changes its weapon damage to the indicated value. Points you got from taking the Rage action, you can’t Rage again for 1
Versatile (trait): A versatile weapon can be used to deal an alternate round, and you are fatigued for 1 round. You can’t voluntarily stop Raging. If
damage type listed. For instance, a piercing weapon that has “versatile S” you stop Raging before its usual duration expires, you are fatigued and can’t
can be used to deal piercing or slashing damage. Choose the damage type Rage again until after the end of your next turn.
each time you make an attack. Fatigued (Condition): You’re hampered 5. You take a –1 conditional
▫ Wolf Fang: When you succeed at a Trip, you can expend this trinket penalty to AC and saving throws; each action you take during an encounter
to deal 4 bludgeoning damage to the target of your Trip. increases the penalty by 1 until the start of your next turn. The penalty
increases after each action you take.
Raging Athlete: When you Rage, you gain a climb Speed of 30 feet and
a swim Speed of 30 feet. and you find tracks you can follow if you want to seek one out. On a critical
Raging Courage: When you Rage, reduce your frightened condition by 1. success, you identify 3–4 types of animals and their tracks.
Sudden Charge: With a quick sprint, you dash up to your foe Titan Mauler: You can use a weapon built for a Large creature (both
and swing. Stride up to double your Speed. If you end the move within when Raging and normally). When you are wielding such a weapon in
melee reach of at least one enemy, you can make a melee Strike against an combat, double your conditional bonus to damage rolls, but you have the
enemy. You can Burrow, Climb, Fly, or Swim instead of Striding if you have sluggish 1 condition (see below) because of the weapon’s unwieldy size.
the corresponding Speed. You can’t remove this sluggish condition or ignore its penalties by any
Survey Wildlife: You can spend 10 minutes assessing the area around means while you’re wielding the weapon.
you to find out what animals are nearby, based on nests, scat, and marks on Sluggish 1 (condition): You take a –1 conditional penalty to AC, attack
vegetation. Attempt a Survival check against a DC determined by the GM. If rolls, Dexterity-based checks, and Reflex saves.The attack roll penalty is
successful, you identify 1–2 types of animals that live in the environment, already included in the accuracy of her bastard sword.

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